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Why not having 2 servers?

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  • gameshogungameshogun Member Posts: 132 Arc User
    tomaswille wrote: »
    Sector space? Can i eat that? :p Seriously tho, isn't sector space just a way to get from one place to another? I would expect even in a full server that it is quiet in sector space. After the revamp it only got bigger. Have you seen Risa? ( ok bad example today ) Drozana? ESD? DS9? All these maps have multiple instances and most of them are packed. The ones you don't see are persons doing missions, pve or pvp which takes them away from global map. Further more, have you even seen their facebook page? There are LOTS of people. I am not saying they are all paying customers, but they are present! It is really hard to see how much players there actually are, but guessing the amount of people, seeing the costs of items, and from experiences with others that pay for stuff, i genuinly believe they are capable of buying new server cluster. The problem is, they rather have that money in their pocket instead of spending it, and make people happy. and happy people is spending more, and spending more is money back + marge.
    This issue, stems primarily from the limitations applied, to each instance. Not because there aren't lots of people on! STO doesn't allow for hundreds - thousands of people in one instance, if they did, it surely wouldn't appear empty.
    The fact that since the revamp everyone has the option of transwarping directly to their next mission without traveling thru sector space has nothing to do with sector space appearing empty. normal-2.gif[/color]

    Oh, it is empty, transwarp or not. You can transwarp if you want even before the revamp, yet you will see players flying through sector space heading to who knows where. Today, it is no longer the case. It's a miracle to see one or two ships here and there, and that's during primetime.

    Also, social media followers doesn't mean you have the same amount of people playing. Likewise, number of accounts doesn't mean you have that much CCU. That is the reason why no reputable gaming company publishes their CCU (it stands for Concurrent Users), if you read press releases a lot like I do, you will immediately notice how they always talk about "subscribers" or "registrations" or "(number of) accounts". Because this statistic is bloated, pseudo if you will, and anyone working in the gaming industry (or have worked) knows for a fact that those numbers doesn't mean anything within the gaming industry.

    What matters is the CCU, and that is a closely guarded secret by each game publisher and developer. It's so closely guarded that within companies, it's a need-to-know basis only. Unless you're "up there", you wouldn't know your product's CCU.

    The correct question to ask is: What is the CCU of STO?
    The second correct question to ask is: What is the limit CCU of the server ("Holodeck")?
    The third is: Are we close to the limit the servers can handle in relation to our average and highest-average CCU on a daily basis?

    If you can answer the first two questions which will result in a "Yes" to the third question, then it's high time to have a new server. Otherwise, no one "up there" will sign-off any proposal to add new server cluster.

    So, WoW boasting 10 million subscribers/accounts? Sure. But the real number is still CCU of each server. STO is no different. It's all about the CCU and the limit of the server.
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